I've been playing with the idea for a Pacifist class for a while now, but haven't gotten far past the concept. The idea is that they have practically no offense to speak of, but their skills make them difficult to damage. They are able to turn an opponent's offense against him at higher levels, or to redirect his attacks to another target.
I'd like to see some kind of spy class. Something with Subterfuge but instead of Venoms and Hypnosis... give them something like Coercion and Assasination. I love Subterfuge but damn if that whole class hasn't been made useless.
It hasn't been made useless, but an assassin class more focused on actual assassinations could be cool. .
on topic. I really want a DragonSlayer class that allows for different 'breath' specialisations and is kind of like a mortal (By Mortal I mean not huge fucking Dragons - more 'mortal' in appearance) magic/limb anti-dragon class - but balanced. *drool*. I've got plenty of ideas about this class, but I doubt I'll ever see it happen.
I'd like to see some kind of spy class. Something with Subterfuge but instead of Venoms and Hypnosis... give them something like Coercion and Assasination. I love Subterfuge but damn if that whole class hasn't been made useless.
Holy hell I would love an Assassin class, I just assumed it would never go through since the argument that "Serpents are technically assassin-y enough" would be pushed up.
A damage class version of serpents might be interesting.
Assassins should use daggers, and have a powerful dagger throwing attack (basically replacing bows, but with reduced range), as well as something like traps.
Pacifist Class would not work. It would only be a matter of time before people start complaining that it lack offensively :P I mean look at Priest. Defensive God, brilliant support, lame offence and you hear them complaining all the time.
The big thing for me would be something new. I loved BM and Alchie because they had unique skill sets. Also, please can we stop stealing cool abilities from existing classes?
I would love to see a new class added at 99. Dragon is amazing but would be lovely to have an alternative. Perhaps Ormyrr? Instead of breath types you could specialize as warrior, mage etc.
I want to be able to build and equip a Golem (Maybe you have like, a basic clockwork soldier, and then you put whatever armour and weapon/'s on it), sort of like Teradrim(?) in Aetolia?
But you would still need to be able to attack denizens, so maybe some sort of Gauntlet, or maybe a Matchlock/Flintlock pistol working like Venoms (Secrete = Load and Cock hammer, Bite = Aim and Fire), could have limited long range abilities...
I'm not sure about a third skill.
Before people start saying stuff about Achaea being Mideval and all that, we have Clockwork Isle, Alchemists, Bombs and tons of stuff that doesn't fit, also, the world is evolving and growing, I see no reason for technology to advance as well...
Good news about battlestaves. I've been slowly developing a new class over the past two years. But of course I want it taken seriously, so it has to have flavor text and everything finished before I mail it to the Garden.
All the skills are listed in my spreadsheets (that will soon be recovered when my laptop is fixed) and I intend to invite select people to collaborate (separate forum).
Funny enough, one of the skillsets is based upon a battlestaff, and is sort of a tekura/striking mixture involving Gambit-esque use of a staff as well. It's also the skillset I need the most help and input on, because I don't want a tekura/striking clone. I'd prefer the limb balance function differently. I'll need the input of experts in: Monk, Blademaster, parrying in general, Pranks/Swashbuckling, and limb damage experts.
The other two skillsets are one based on a different approach to magic, and one involving the crafting of talismans with unique characteristis (that are also used in conjunction with battlestaves). The theme of the class is a battlemage, one who supports melee ability with enchantment-variety magic instead of using the magic directly. It may be a month before I open the project, but if you're interested, pm me here or in game.
I like my steak like I like my Magic cards: mythic rare.
A second Chaos class more orientated towards marshal practices (not Chaos knights) to make us have as many as the other factions.
On second thoughts, truename arc, I'll take it. Who cares about common sense, I want my 80% combo.
Actually sounds kinda cool. Except because you said "Chaos knights" now I can't think of anything except Chaos knights.
If they keep Occultism, enlighten has to be possible, but don't think we wan't tarot in it. Maybe Occultism, Striking, and something to complement those with more affliction/stun potential.
I like my steak like I like my Magic cards: mythic rare.
Ninja - Even more of a glass cannon than BM. No armour, no damage reduction, just sheer offense. Can throw 3 throwing stars adjacently, evade, multislash with 3 venoms, smoke bomb vanish, dash, sword flies so fast it can cut a foe in half. Would need more balancing issues but would be super badass.
Psychometry should not be based into a Chaos class. just saying.
If you really want another Chaos class then perhaps a melee-fighting mutant type class which would use chaos energy to morph into obscenely disgusting creatures with tentacles and claws as they slash, hack and constrict their targets. As they go up in the skill they learn more ways to abuse their disgusting forms (even biting with poisons).
TL;DR Weak, gelatin-like people who can't speak but can strongly aid in combat and day-to-day life. Make note - would make great slaves.
"Like, we have a new [class] called Zantar. Zantar is a gelatinous cube that eats [denizens] in [all the] medieval vilage[s]. Every time it eats [enough] chieftain[s], you ascend to a higher level. Beauty part is you can't get to the next level. So, the kids keep coughing up [credits]."
This sounds brilliant. What's it from?
You can get to the next level. You just punch things until you can hunt with someone else - and they'd want to hunt with you, because you cure all their afflictions and heal them up.
"Trust in me, Universe, I will deliver / the promise that no-one shall ever / set their mind to games or play / for Serious Order is the way. I will not rest until it is done; / rules will be made for everyone. / They will know Order and its graces - and just like me, all shall be Greyfaces." - The Heroes of Sapience, Act 5, Greyface.
@Sigge I would hate to see guns in Achaea ever. Screw medieval, it would just utterly ruin the setting. Kinda like the WTF moment in Fable II when I realised bows had been replaced with pistols.
Now I'm sad
@Sigge I would hate to see guns in Achaea ever. Screw medieval, it would just utterly ruin the setting. Kinda like the WTF moment in Fable II when I realised bows had been replaced with pistols.
Now I'm sad
There are still bows in Fable II. And I liked the addition, myself. I put on my long coat and tricorne cap and went all Patriot on people.
I remembered another class I've thought about before. I've thought a lot about the abilities, but not much about balance or how the class will actually get kills. Spoilered for length. [spoiler] The class would be unable to wear armour or wield shields (also no SoA). They would summon a sentient, semi-corporeal weapon (always the same weapon, RP-wise, not a new one each time), created from the user's mind/soul/whatever. The first class skill would focus on this weapon (customising it, strengthening it, and various attacks).
The weapon wouldn't be envenomable, given that it's not entirely physical. It also wouldn't normally cause bleeding.
It can be summoned and called back to you like a spiritual mace, with an eq cost. It can also be dissolved, at no cost.
The weapon starts out weak, and only gets slightly stronger with more lessons in the skill. You would essentially level it up, probably through killing things (denizens or players) with it. I'm not sure how many people will like the idea of having to bash to level up their weapon as well as themselves, though. As it gets stronger, you also get more "points" to spend on customising it.
Customisation points would be spent on various upgrades (described below) and cosmetic alterations. Cosmetic customisations would be relatively cheap, while combat benefits can cost a lot of customisation points.
Maybe after a certain point (a certain weapon level, or a certain number of customisation points spent), there are negative effects, such as a constant man/willpower drain while the weapon is summoned, or a chance of hurting/afflicting you periodically or when you attack.
It would start out as a certain weapon type (either something generic like a shortsword or dagger, or at random, so different
characters will start with different weapon types), but you'll
eventually learn an ability to change it to a different type (maybe as
often as you'd like for free, or maybe by spending customisation points so it's more of a one-time choice). Not sure which weapon types should be included as
possibilities.
I'm not sure how far the weapon type customisation should go. I'm not sure if it should be a purely cosmetic choice, or have actual effects (but it definitely shouldn't use the actual forged stats of the weapon type). What I'm leaning towards is that the weapon category matters, but different weapons within a category are identical (so longswords, broadswords, rapiers, and scimitars are all the same). Or maybe it could all boil down to one-handed, two-handed, and dual-wielding (by splitting the weapon in two, each being weaker than normal so it evens out to similar to a normal single attack), with all other differences being cosmetic.
It would normally do psychic damage, but you'll eventually learn the ability to customise it with a different damage type. This would also change the appearance to match. I'm not sure if physical damage should be an option, but I'm leaning towards just psychic/magic/fire/cold/electric. Maybe poison.
Another customisation option you'll learn is the ability to give the weapon special effects. Things like draining mana, healing yourself for a portion of the damage dealt, chance of bal/eq loss, an asp-like effect (random venom/affliction on each hit, chance of a non-specific message (basically like loki) or even no message), chance to temporarily reduce the enemy's stats (wouldn't stack, obviously), lots of other possibilities. I'm thinking you could have multiple effects, limited by your customisation points. Maybe a pool of the more powerful effects that you can only choose one of, and only at trans.
Other possibilities for customisation are stats (making it stronger, faster, more accurate, etc.), critical chance, bypassing shield/rebounding, causing bleeding, appearance, attack messages, various other flavour things.
Now for possible attacks. The basic bashing attack would be a simple melee attack, based on weapon type. Would use balance (as will all weapon attacks, unless specified), can be used without equilibrium.
If dual-wielding is an option, a DSL-like attack, again based on weapon types. Otherwise the same as the single attack.
A throwing attack, letting you attack from an adjacent room. It would automatically return. Can be used off eq.
A mechanically identical alternative to throwing, for larger weapons that it doesn't make as much sense to throw. Maybe something like extending the length of the weapon to hit from an adjacent room.
An attack that splits the weapon into multiple copies and throws/shoots/launches them at all enemies in the room. Or maybe the weapon explodes and hits everyone in the room, not just enemies. Unsure if it should be usable off eq.
Various abilities that improve the next attack, similar to songblessing. Making it do more damage (either directly increasing it or adding something extra (maybe of a different damage type) like accentato), deal afflictions, bypass shield/rebounding, causing/increasing bleeding, limb damage, whatever the class needs. This would use equilibrium, and most attacks can be used off eq so they can be used as a combo.
Some sort of instakill or finisher. Not sure what would be good. Given the huge amount of customisation available, there should probably be several different options for pulling off a finisher as well.
I haven't thought out the other two skills nearly as much, but they would give the class some defence/support/utility. Given that the class was largely inspired by D&D's soulknife class, I'd probably give the other skills some psionic flavour.
A damage reduction ability that gives unpredictable damage resistance to all damage types. It would average out to around 10% reduction, but could be anywhere from 0% to 50% (maybe not that high, or maybe even up to 100%) on each hit. This is basically meant to be an SoA-like ability. Flavour-wise, you mentally deflect incoming attacks, partially avoiding the damage.
Astral projection. It would essentially let you walk around as a soul without dying or losing experience. Your soul would leave your body, and you could then walk around and through doors, being stopped by eye sigils and being unable to use most actions, just like a normal soul. There would be a constant mana/willpower drain, and running out of mana/willpower would automatically return you to your body and the ability ends. You have no way to actively restore your mana, but passive regen like moon tattoos and rites would still affect your body (not your soul). Your soul can't be attacked (as usual), but your body remains unconscious where you left it, and can be attacked (which you won't see, so someone could just walk up and behead you). If your body takes any non-lethal damage or is afflicted, you're automatically returned to it. If your body is killed, you stay where you are as a soul. You can end the ability manually at any time, from anywhere, returning to your body. I'm thinking that flash, and maybe throwing eye sigils, should force you back to your body as well. There needs to be some way to get rid of you, so you can't just bother people while being completely untouchable (if you hide your body well). Given that you can't do anything but walk around and talk as a soul, and you can't bring your body with you past doors, this would mostly be for exploration and RP.
Maybe some token attack/ability that can be used during astral projection, like choke for blackwind.
Some mental stealth/spying abilities, such as seeing through another person's eyes or hearing through their ears from the same area. Not sure what the most interesting way to balance this is. Maybe require something like a mind lock, maybe it has a high mana drain and any action cancels it so it can only be used for a short time, maybe a hard time limit, maybe it's easily detectable by the target so anyone who actively checks for it will know, maybe it's just always visible to the target and not stealthy at all.
Short, uncontrollable teleportation as a sort of escape ability. Disappear and reappear in a random room within maybe 2-3 steps. Obviously won't work if there are no exits, maybe go through unlocked doors but definitely not closed+locked. It could be invisible, like an uncontrollable evade, but it's probably better left visible. Or maybe hidden by cloak/shroud (if the class has cloak/shroud) and visible with hypersight.
Illusions, maybe usable in a combo with your weapon attacks. Maybe usable at range, with some sort of limitation (still not sure if I want this class to have something like mind locks).
Possibly an ability like cloak/shroud, flavour-wise it would work by telepathically tricking people into not seeing you. I'd like if this could be used to cloak other people, but only while they're in the same room as you (so if you separate, the effect ends).
I've been working on this post for several hours now, so I'll stop here.
Comments
Assassins should use daggers, and have a powerful dagger throwing attack (basically replacing bows, but with reduced range), as well as something like traps.
I want this class now.
→My Mudlet Scripts
But you would still need to be able to attack denizens, so maybe some sort of Gauntlet, or maybe a Matchlock/Flintlock pistol working like Venoms (Secrete = Load and Cock hammer, Bite = Aim and Fire), could have limited long range abilities...
I'm not sure about a third skill.
Before people start saying stuff about Achaea being Mideval and all that, we have Clockwork Isle, Alchemists, Bombs and tons of stuff that doesn't fit, also, the world is evolving and growing, I see no reason for technology to advance as well...
Good news about battlestaves. I've been slowly developing a new class over the past two years. But of course I want it taken seriously, so it has to have flavor text and everything finished before I mail it to the Garden.
All the skills are listed in my spreadsheets (that will soon be recovered when my laptop is fixed) and I intend to invite select people to collaborate (separate forum).
Funny enough, one of the skillsets is based upon a battlestaff, and is sort of a tekura/striking mixture involving Gambit-esque use of a staff as well. It's also the skillset I need the most help and input on, because I don't want a tekura/striking clone. I'd prefer the limb balance function differently.
I'll need the input of experts in: Monk, Blademaster, parrying in general, Pranks/Swashbuckling, and limb damage experts.
The other two skillsets are one based on a different approach to magic, and one involving the crafting of talismans with unique characteristis (that are also used in conjunction with battlestaves).
The theme of the class is a battlemage, one who supports melee ability with enchantment-variety magic instead of using the magic directly. It may be a month before I open the project, but if you're interested, pm me here or in game.
Actually sounds kinda cool. Except because you said "Chaos knights" now I can't think of anything except Chaos knights.
If they keep Occultism, enlighten has to be possible, but don't think we wan't tarot in it. Maybe Occultism, Striking, and something to complement those with more affliction/stun potential.
I'm 95% sure Garao is basing his ideas off anime, and the other 5% agrees.
Don't listen.
If you really want another Chaos class then perhaps a melee-fighting mutant type class which would use chaos energy to morph into obscenely disgusting creatures with tentacles and claws as they slash, hack and constrict their targets. As they go up in the skill they learn more ways to abuse their disgusting forms (even biting with poisons).
Ta-dah
[spoiler]
The class would be unable to wear armour or wield shields (also no SoA). They would summon a sentient, semi-corporeal weapon (always the same weapon, RP-wise, not a new one each time), created from the user's mind/soul/whatever. The first class skill would focus on this weapon (customising it, strengthening it, and various attacks).
- The weapon wouldn't be envenomable, given that it's not entirely physical. It also wouldn't normally cause bleeding.
- It can be summoned and called back to you like a spiritual mace, with an eq cost. It can also be dissolved, at no cost.
- The weapon starts out weak, and only gets slightly stronger with more lessons in the skill. You would essentially level it up, probably through killing things (denizens or players) with it. I'm not sure how many people will like the idea of having to bash to level up their weapon as well as themselves, though. As it gets stronger, you also get more "points" to spend on customising it.
- Customisation points would be spent on various upgrades (described below) and cosmetic alterations. Cosmetic customisations would be relatively cheap, while combat benefits can cost a lot of customisation points.
- Maybe after a certain point (a certain weapon level, or a certain number of customisation points spent), there are negative effects, such as a constant man/willpower drain while the weapon is summoned, or a chance of hurting/afflicting you periodically or when you attack.
- It would start out as a certain weapon type (either something generic like a shortsword or dagger, or at random, so different
characters will start with different weapon types), but you'll
eventually learn an ability to change it to a different type (maybe as
often as you'd like for free, or maybe by spending customisation points so it's more of a one-time choice). Not sure which weapon types should be included as
possibilities.
- I'm not sure how far the weapon type customisation should go. I'm not sure if it should be a purely cosmetic choice, or have actual effects (but it definitely shouldn't use the actual forged stats of the weapon type). What I'm leaning towards is that the weapon category matters, but different weapons within a category are identical (so longswords, broadswords, rapiers, and scimitars are all the same). Or maybe it could all boil down to one-handed, two-handed, and dual-wielding (by splitting the weapon in two, each being weaker than normal so it evens out to similar to a normal single attack), with all other differences being cosmetic.
- It would normally do psychic damage, but you'll eventually learn the ability to customise it with a different damage type. This would also change the appearance to match. I'm not sure if physical damage should be an option, but I'm leaning towards just psychic/magic/fire/cold/electric. Maybe poison.
- Another customisation option you'll learn is the ability to give the weapon special effects. Things like draining mana, healing yourself for a portion of the damage dealt, chance of bal/eq loss, an asp-like effect (random venom/affliction on each hit, chance of a non-specific message (basically like loki) or even no message), chance to temporarily reduce the enemy's stats (wouldn't stack, obviously), lots of other possibilities. I'm thinking you could have multiple effects, limited by your customisation points. Maybe a pool of the more powerful effects that you can only choose one of, and only at trans.
- Other possibilities for customisation are stats (making it stronger, faster, more accurate, etc.), critical chance, bypassing shield/rebounding, causing bleeding, appearance, attack messages, various other flavour things.
- Now for possible attacks. The basic bashing attack would be a simple melee attack, based on weapon type. Would use balance (as will all weapon attacks, unless specified), can be used without equilibrium.
- If dual-wielding is an option, a DSL-like attack, again based on weapon types. Otherwise the same as the single attack.
- A throwing attack, letting you attack from an adjacent room. It would automatically return. Can be used off eq.
- A mechanically identical alternative to throwing, for larger weapons that it doesn't make as much sense to throw. Maybe something like extending the length of the weapon to hit from an adjacent room.
- An attack that splits the weapon into multiple copies and throws/shoots/launches them at all enemies in the room. Or maybe the weapon explodes and hits everyone in the room, not just enemies. Unsure if it should be usable off eq.
- Various abilities that improve the next attack, similar to songblessing. Making it do more damage (either directly increasing it or adding something extra (maybe of a different damage type) like accentato), deal afflictions, bypass shield/rebounding, causing/increasing bleeding, limb damage, whatever the class needs. This would use equilibrium, and most attacks can be used off eq so they can be used as a combo.
- Some sort of instakill or finisher. Not sure what would be good. Given the huge amount of customisation available, there should probably be several different options for pulling off a finisher as well.
I haven't thought out the other two skills nearly as much, but they would give the class some defence/support/utility. Given that the class was largely inspired by D&D's soulknife class, I'd probably give the other skills some psionic flavour.- A damage reduction ability that gives unpredictable damage resistance to all damage types. It would average out to around 10% reduction, but could be anywhere from 0% to 50% (maybe not that high, or maybe even up to 100%) on each hit. This is basically meant to be an SoA-like ability. Flavour-wise, you mentally deflect incoming attacks, partially avoiding the damage.
- Astral projection. It would essentially let you walk around as a soul without dying or losing experience. Your soul would leave your body, and you could then walk around and through doors, being stopped by eye sigils and being unable to use most actions, just like a normal soul. There would be a constant mana/willpower drain, and running out of mana/willpower would automatically return you to your body and the ability ends. You have no way to actively restore your mana, but passive regen like moon tattoos and rites would still affect your body (not your soul). Your soul can't be attacked (as usual), but your body remains unconscious where you left it, and can be attacked (which you won't see, so someone could just walk up and behead you). If your body takes any non-lethal damage or is afflicted, you're automatically returned to it. If your body is killed, you stay where you are as a soul. You can end the ability manually at any time, from anywhere, returning to your body. I'm thinking that flash, and maybe throwing eye sigils, should force you back to your body as well. There needs to be some way to get rid of you, so you can't just bother people while being completely untouchable (if you hide your body well). Given that you can't do anything but walk around and talk as a soul, and you can't bring your body with you past doors, this would mostly be for exploration and RP.
- Maybe some token attack/ability that can be used during astral projection, like choke for blackwind.
- Some mental stealth/spying abilities, such as seeing through another person's eyes or hearing through their ears from the same area. Not sure what the most interesting way to balance this is. Maybe require something like a mind lock, maybe it has a high mana drain and any action cancels it so it can only be used for a short time, maybe a hard time limit, maybe it's easily detectable by the target so anyone who actively checks for it will know, maybe it's just always visible to the target and not stealthy at all.
- Short, uncontrollable teleportation as a sort of escape ability. Disappear and reappear in a random room within maybe 2-3 steps. Obviously won't work if there are no exits, maybe go through unlocked doors but definitely not closed+locked. It could be invisible, like an uncontrollable evade, but it's probably better left visible. Or maybe hidden by cloak/shroud (if the class has cloak/shroud) and visible with hypersight.
- Illusions, maybe usable in a combo with your weapon attacks. Maybe usable at range, with some sort of limitation (still not sure if I want this class to have something like mind locks).
- Possibly an ability like cloak/shroud, flavour-wise it would work by telepathically tricking people into not seeing you. I'd like if this could be used to cloak other people, but only while they're in the same room as you (so if you separate, the effect ends).
- I've been working on this post for several hours now, so I'll stop here.
[/spoiler]